(e) == EL_BD_PLAYER_GLUED || \
(e) == EL_BD_PLAYER_STIRRING)
+#define IS_BD_FIREFLY(e) ((e) == EL_BD_FIREFLY || \
+ (e) == EL_BD_FIREFLY_RIGHT || \
+ (e) == EL_BD_FIREFLY_UP || \
+ (e) == EL_BD_FIREFLY_LEFT || \
+ (e) == EL_BD_FIREFLY_DOWN)
+
+#define IS_BD_FIREFLY_2(e) ((e) == EL_BD_FIREFLY_2 || \
+ (e) == EL_BD_FIREFLY_2_RIGHT || \
+ (e) == EL_BD_FIREFLY_2_UP || \
+ (e) == EL_BD_FIREFLY_2_LEFT || \
+ (e) == EL_BD_FIREFLY_2_DOWN)
+
+#define IS_BD_BUTTERFLY(e) ((e) == EL_BD_BUTTERFLY || \
+ (e) == EL_BD_BUTTERFLY_RIGHT || \
+ (e) == EL_BD_BUTTERFLY_UP || \
+ (e) == EL_BD_BUTTERFLY_LEFT || \
+ (e) == EL_BD_BUTTERFLY_DOWN)
+
+#define IS_BD_BUTTERFLY_2(e) ((e) == EL_BD_BUTTERFLY_2 || \
+ (e) == EL_BD_BUTTERFLY_2_RIGHT || \
+ (e) == EL_BD_BUTTERFLY_2_UP || \
+ (e) == EL_BD_BUTTERFLY_2_LEFT || \
+ (e) == EL_BD_BUTTERFLY_2_DOWN)
+
+#define IS_BD_STONEFLY(e) ((e) == EL_BD_STONEFLY || \
+ (e) == EL_BD_STONEFLY_RIGHT || \
+ (e) == EL_BD_STONEFLY_UP || \
+ (e) == EL_BD_STONEFLY_LEFT || \
+ (e) == EL_BD_STONEFLY_DOWN)
+
+#define IS_BD_DRAGONFLY(e) ((e) == EL_BD_DRAGONFLY || \
+ (e) == EL_BD_DRAGONFLY_RIGHT || \
+ (e) == EL_BD_DRAGONFLY_UP || \
+ (e) == EL_BD_DRAGONFLY_LEFT || \
+ (e) == EL_BD_DRAGONFLY_DOWN)
+
#define IS_BD_BITER(e) ((e) == EL_BD_BITER || \
(e) == EL_BD_BITER_RIGHT || \
(e) == EL_BD_BITER_UP || \
(e) == EL_BD_BITER_LEFT || \
(e) == EL_BD_BITER_DOWN)
+#define IS_BD_EXPANDABLE_WALL(e) ((e) == EL_BD_EXPANDABLE_WALL_HORIZONTAL || \
+ (e) == EL_BD_EXPANDABLE_WALL_VERTICAL || \
+ (e) == EL_BD_EXPANDABLE_WALL_ANY)
+
+#define IS_BD_EXPANDABLE_STEELWALL(e) ((e) == EL_BD_EXPANDABLE_STEELWALL_HORIZONTAL ||\
+ (e) == EL_BD_EXPANDABLE_STEELWALL_VERTICAL || \
+ (e) == EL_BD_EXPANDABLE_STEELWALL_ANY)
+
+#define IS_BD_CONVEYOR_BELT(e) ((e) == EL_BD_CONVEYOR_LEFT || \
+ (e) == EL_BD_CONVEYOR_LEFT_ACTIVE || \
+ (e) == EL_BD_CONVEYOR_RIGHT || \
+ (e) == EL_BD_CONVEYOR_RIGHT_ACTIVE)
+
+#define IS_BD_CONVEYOR_BELT_SWITCH(e) ((e) == EL_BD_CONVEYOR_SWITCH || \
+ (e) == EL_BD_CONVEYOR_SWITCH_ACTIVE || \
+ (e) == EL_BD_CONVEYOR_DIR_SWITCH || \
+ (e) == EL_BD_CONVEYOR_DIR_SWITCH_ACTIVE)
+
#define IS_SOKOBAN_OBJECT_OR_FIELD(e) ((e) == EL_SOKOBAN_OBJECT || \
(e) == EL_SOKOBAN_FIELD_EMPTY || \
(e) == EL_SOKOBAN_FIELD_FULL)
#define EL_MM_END_3 EL_DF_SLOPE_END
#define EL_DF_END_2 EL_DF_SLOPE_END
-// BD style elements
-#define EL_BD_EMPTY_SPACE 1253
+// BD style elements (normal)
+#define EL_BD_START 1253
+#define EL_BD_EMPTY_SPACE EL_BD_START
#define EL_BD_EMPTY EL_BD_EMPTY_SPACE
#define EL_BD_SAND 1254
#define EL_BD_SAND_2 1255
#define EL_BD_EXPANDABLE_STEELWALL_HORIZONTAL 1284
#define EL_BD_EXPANDABLE_STEELWALL_VERTICAL 1285
#define EL_BD_EXPANDABLE_STEELWALL_ANY 1286
-#define EL_BD_EXPANDABLE_WALL_SWITCH_HORIZONTAL 1287
-#define EL_BD_EXPANDABLE_WALL_SWITCH_VERTICAL 1288
+#define EL_BD_EXPANDABLE_WALL_SWITCH 1287
+#define EL_BD_EXPANDABLE_WALL_SWITCH_ACTIVE 1288
#define EL_BD_INBOX 1289
#define EL_BD_EXIT_CLOSED 1290
#define EL_BD_EXIT_OPEN 1291
#define EL_BD_CONVEYOR_RIGHT_ACTIVE 1318
#define EL_BD_CONVEYOR_SWITCH 1319
#define EL_BD_CONVEYOR_SWITCH_ACTIVE 1320
-#define EL_BD_CONVEYOR_DIR_SWITCH_LEFT 1321
-#define EL_BD_CONVEYOR_DIR_SWITCH_RIGHT 1322
+#define EL_BD_CONVEYOR_DIR_SWITCH 1321
+#define EL_BD_CONVEYOR_DIR_SWITCH_ACTIVE 1322
#define EL_BD_GRAVITY_SWITCH 1323
#define EL_BD_GRAVITY_SWITCH_ACTIVE 1324
#define EL_BD_ACID 1325
#define EL_BD_NITRO_PACK 1379
#define EL_BD_PLAYER 1380
#define EL_BD_PLAYER_WITH_BOMB 1381
-#define EL_BD_PLAYER_GLUED 1382
-#define EL_BD_PLAYER_STIRRING 1383
-#define EL_BD_FAKE_BONUS 1384
-#define EL_BD_COVERED 1385
-
-#define NUM_FILE_ELEMENTS 1386
+#define EL_BD_PLAYER_WITH_ROCKET_LAUNCHER 1382
+#define EL_BD_PLAYER_GLUED 1383
+#define EL_BD_PLAYER_STIRRING 1384
+#define EL_BD_ROCKET_LAUNCHER 1385
+#define EL_BD_ROCKET 1386
+#define EL_BD_ROCKET_RIGHT 1387
+#define EL_BD_ROCKET_UP 1388
+#define EL_BD_ROCKET_LEFT 1389
+#define EL_BD_ROCKET_DOWN 1390
+#define EL_BD_FAKE_BONUS 1391
+#define EL_BD_COVERED 1392
+
+// BD style elements ("effects"; mostly runtime elements, but can also be stored in level file)
+#define EL_BD_SAND_BALL_FALLING 1393
+#define EL_BD_SAND_LOOSE_FALLING 1394
+#define EL_BD_ROCK_FALLING 1395
+#define EL_BD_FLYING_ROCK_FLYING 1396
+#define EL_BD_MEGA_ROCK_FALLING 1397
+#define EL_BD_DIAMOND_FALLING 1398
+#define EL_BD_FLYING_DIAMOND_FLYING 1399
+#define EL_BD_NUT_FALLING 1400
+#define EL_BD_FALLING_WALL_FALLING 1401
+#define EL_BD_NITRO_PACK_FALLING 1402
+#define EL_BD_WATER_1 1403
+#define EL_BD_WATER_2 1404
+#define EL_BD_WATER_3 1405
+#define EL_BD_WATER_4 1406
+#define EL_BD_WATER_5 1407
+#define EL_BD_WATER_6 1408
+#define EL_BD_WATER_7 1409
+#define EL_BD_WATER_8 1410
+#define EL_BD_WATER_9 1411
+#define EL_BD_WATER_10 1412
+#define EL_BD_WATER_11 1413
+#define EL_BD_WATER_12 1414
+#define EL_BD_WATER_13 1415
+#define EL_BD_WATER_14 1416
+#define EL_BD_WATER_15 1417
+#define EL_BD_WATER_16 1418
+#define EL_BD_COW_ENCLOSED_1 1419
+#define EL_BD_COW_ENCLOSED_2 1420
+#define EL_BD_COW_ENCLOSED_3 1421
+#define EL_BD_COW_ENCLOSED_4 1422
+#define EL_BD_COW_ENCLOSED_5 1423
+#define EL_BD_COW_ENCLOSED_6 1424
+#define EL_BD_COW_ENCLOSED_7 1425
+#define EL_BD_BLADDER_1 1426
+#define EL_BD_BLADDER_2 1427
+#define EL_BD_BLADDER_3 1428
+#define EL_BD_BLADDER_4 1429
+#define EL_BD_BLADDER_5 1430
+#define EL_BD_BLADDER_6 1431
+#define EL_BD_BLADDER_7 1432
+#define EL_BD_BLADDER_8 1433
+#define EL_BD_PLAYER_GROWING_1 1434
+#define EL_BD_PLAYER_GROWING_2 1435
+#define EL_BD_PLAYER_GROWING_3 1436
+#define EL_BD_BOMB_TICKING_1 1437
+#define EL_BD_BOMB_TICKING_2 1438
+#define EL_BD_BOMB_TICKING_3 1439
+#define EL_BD_BOMB_TICKING_4 1440
+#define EL_BD_BOMB_TICKING_5 1441
+#define EL_BD_BOMB_TICKING_6 1442
+#define EL_BD_BOMB_TICKING_7 1443
+#define EL_BD_CLOCK_GROWING_1 1444
+#define EL_BD_CLOCK_GROWING_2 1445
+#define EL_BD_CLOCK_GROWING_3 1446
+#define EL_BD_CLOCK_GROWING_4 1447
+#define EL_BD_DIAMOND_GROWING_1 1448
+#define EL_BD_DIAMOND_GROWING_2 1449
+#define EL_BD_DIAMOND_GROWING_3 1450
+#define EL_BD_DIAMOND_GROWING_4 1451
+#define EL_BD_DIAMOND_GROWING_5 1452
+#define EL_BD_EXPLODING_1 1453
+#define EL_BD_EXPLODING_2 1454
+#define EL_BD_EXPLODING_3 1455
+#define EL_BD_EXPLODING_4 1456
+#define EL_BD_EXPLODING_5 1457
+#define EL_BD_ROCK_GROWING_1 1458
+#define EL_BD_ROCK_GROWING_2 1459
+#define EL_BD_ROCK_GROWING_3 1460
+#define EL_BD_ROCK_GROWING_4 1461
+#define EL_BD_STEELWALL_GROWING_1 1462
+#define EL_BD_STEELWALL_GROWING_2 1463
+#define EL_BD_STEELWALL_GROWING_3 1464
+#define EL_BD_STEELWALL_GROWING_4 1465
+#define EL_BD_GHOST_EXPLODING_1 1466
+#define EL_BD_GHOST_EXPLODING_2 1467
+#define EL_BD_GHOST_EXPLODING_3 1468
+#define EL_BD_GHOST_EXPLODING_4 1469
+#define EL_BD_BOMB_EXPLODING_1 1470
+#define EL_BD_BOMB_EXPLODING_2 1471
+#define EL_BD_BOMB_EXPLODING_3 1472
+#define EL_BD_BOMB_EXPLODING_4 1473
+#define EL_BD_NITRO_PACK_EXPLODING 1474
+#define EL_BD_NITRO_PACK_EXPLODING_1 1475
+#define EL_BD_NITRO_PACK_EXPLODING_2 1476
+#define EL_BD_NITRO_PACK_EXPLODING_3 1477
+#define EL_BD_NITRO_PACK_EXPLODING_4 1478
+#define EL_BD_AMOEBA_2_EXPLODING_1 1479
+#define EL_BD_AMOEBA_2_EXPLODING_2 1480
+#define EL_BD_AMOEBA_2_EXPLODING_3 1481
+#define EL_BD_AMOEBA_2_EXPLODING_4 1482
+#define EL_BD_NUT_BREAKING_1 1483
+#define EL_BD_NUT_BREAKING_2 1484
+#define EL_BD_NUT_BREAKING_3 1485
+#define EL_BD_NUT_BREAKING_4 1486
+#define EL_BD_END EL_BD_NUT_BREAKING_4
+
+#define NUM_FILE_ELEMENTS 1487
// "real" (and therefore drawable) runtime elements
#define EL_INTERNAL_CASCADE_BD_ACTIVE (EL_FIRST_INTERNAL + 5)
#define EL_INTERNAL_CASCADE_BD_NATIVE (EL_FIRST_INTERNAL + 6)
#define EL_INTERNAL_CASCADE_BD_NATIVE_ACTIVE (EL_FIRST_INTERNAL + 7)
-#define EL_INTERNAL_CASCADE_EM (EL_FIRST_INTERNAL + 8)
-#define EL_INTERNAL_CASCADE_EM_ACTIVE (EL_FIRST_INTERNAL + 9)
-#define EL_INTERNAL_CASCADE_EMC (EL_FIRST_INTERNAL + 10)
-#define EL_INTERNAL_CASCADE_EMC_ACTIVE (EL_FIRST_INTERNAL + 11)
-#define EL_INTERNAL_CASCADE_RND (EL_FIRST_INTERNAL + 12)
-#define EL_INTERNAL_CASCADE_RND_ACTIVE (EL_FIRST_INTERNAL + 13)
-#define EL_INTERNAL_CASCADE_SB (EL_FIRST_INTERNAL + 14)
-#define EL_INTERNAL_CASCADE_SB_ACTIVE (EL_FIRST_INTERNAL + 15)
-#define EL_INTERNAL_CASCADE_SP (EL_FIRST_INTERNAL + 16)
-#define EL_INTERNAL_CASCADE_SP_ACTIVE (EL_FIRST_INTERNAL + 17)
-#define EL_INTERNAL_CASCADE_DC (EL_FIRST_INTERNAL + 18)
-#define EL_INTERNAL_CASCADE_DC_ACTIVE (EL_FIRST_INTERNAL + 19)
-#define EL_INTERNAL_CASCADE_DX (EL_FIRST_INTERNAL + 20)
-#define EL_INTERNAL_CASCADE_DX_ACTIVE (EL_FIRST_INTERNAL + 21)
-#define EL_INTERNAL_CASCADE_MM (EL_FIRST_INTERNAL + 22)
-#define EL_INTERNAL_CASCADE_MM_ACTIVE (EL_FIRST_INTERNAL + 23)
-#define EL_INTERNAL_CASCADE_DF (EL_FIRST_INTERNAL + 24)
-#define EL_INTERNAL_CASCADE_DF_ACTIVE (EL_FIRST_INTERNAL + 25)
-#define EL_INTERNAL_CASCADE_CHARS (EL_FIRST_INTERNAL + 26)
-#define EL_INTERNAL_CASCADE_CHARS_ACTIVE (EL_FIRST_INTERNAL + 27)
-#define EL_INTERNAL_CASCADE_STEEL_CHARS (EL_FIRST_INTERNAL + 28)
-#define EL_INTERNAL_CASCADE_STEEL_CHARS_ACTIVE (EL_FIRST_INTERNAL + 29)
-#define EL_INTERNAL_CASCADE_CE (EL_FIRST_INTERNAL + 30)
-#define EL_INTERNAL_CASCADE_CE_ACTIVE (EL_FIRST_INTERNAL + 31)
-#define EL_INTERNAL_CASCADE_GE (EL_FIRST_INTERNAL + 32)
-#define EL_INTERNAL_CASCADE_GE_ACTIVE (EL_FIRST_INTERNAL + 33)
-#define EL_INTERNAL_CASCADE_ES (EL_FIRST_INTERNAL + 34)
-#define EL_INTERNAL_CASCADE_ES_ACTIVE (EL_FIRST_INTERNAL + 35)
-#define EL_INTERNAL_CASCADE_REF (EL_FIRST_INTERNAL + 36)
-#define EL_INTERNAL_CASCADE_REF_ACTIVE (EL_FIRST_INTERNAL + 37)
-#define EL_INTERNAL_CASCADE_USER (EL_FIRST_INTERNAL + 38)
-#define EL_INTERNAL_CASCADE_USER_ACTIVE (EL_FIRST_INTERNAL + 39)
-#define EL_INTERNAL_CASCADE_DYNAMIC (EL_FIRST_INTERNAL + 40)
-#define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE (EL_FIRST_INTERNAL + 41)
+#define EL_INTERNAL_CASCADE_BD_EFFECTS (EL_FIRST_INTERNAL + 8)
+#define EL_INTERNAL_CASCADE_BD_EFFECTS_ACTIVE (EL_FIRST_INTERNAL + 9)
+#define EL_INTERNAL_CASCADE_EM (EL_FIRST_INTERNAL + 10)
+#define EL_INTERNAL_CASCADE_EM_ACTIVE (EL_FIRST_INTERNAL + 11)
+#define EL_INTERNAL_CASCADE_EMC (EL_FIRST_INTERNAL + 12)
+#define EL_INTERNAL_CASCADE_EMC_ACTIVE (EL_FIRST_INTERNAL + 13)
+#define EL_INTERNAL_CASCADE_RND (EL_FIRST_INTERNAL + 14)
+#define EL_INTERNAL_CASCADE_RND_ACTIVE (EL_FIRST_INTERNAL + 15)
+#define EL_INTERNAL_CASCADE_SB (EL_FIRST_INTERNAL + 16)
+#define EL_INTERNAL_CASCADE_SB_ACTIVE (EL_FIRST_INTERNAL + 17)
+#define EL_INTERNAL_CASCADE_SP (EL_FIRST_INTERNAL + 18)
+#define EL_INTERNAL_CASCADE_SP_ACTIVE (EL_FIRST_INTERNAL + 19)
+#define EL_INTERNAL_CASCADE_DC (EL_FIRST_INTERNAL + 20)
+#define EL_INTERNAL_CASCADE_DC_ACTIVE (EL_FIRST_INTERNAL + 21)
+#define EL_INTERNAL_CASCADE_DX (EL_FIRST_INTERNAL + 22)
+#define EL_INTERNAL_CASCADE_DX_ACTIVE (EL_FIRST_INTERNAL + 23)
+#define EL_INTERNAL_CASCADE_MM (EL_FIRST_INTERNAL + 24)
+#define EL_INTERNAL_CASCADE_MM_ACTIVE (EL_FIRST_INTERNAL + 25)
+#define EL_INTERNAL_CASCADE_DF (EL_FIRST_INTERNAL + 26)
+#define EL_INTERNAL_CASCADE_DF_ACTIVE (EL_FIRST_INTERNAL + 27)
+#define EL_INTERNAL_CASCADE_CHARS (EL_FIRST_INTERNAL + 28)
+#define EL_INTERNAL_CASCADE_CHARS_ACTIVE (EL_FIRST_INTERNAL + 29)
+#define EL_INTERNAL_CASCADE_STEEL_CHARS (EL_FIRST_INTERNAL + 30)
+#define EL_INTERNAL_CASCADE_STEEL_CHARS_ACTIVE (EL_FIRST_INTERNAL + 31)
+#define EL_INTERNAL_CASCADE_CE (EL_FIRST_INTERNAL + 32)
+#define EL_INTERNAL_CASCADE_CE_ACTIVE (EL_FIRST_INTERNAL + 33)
+#define EL_INTERNAL_CASCADE_GE (EL_FIRST_INTERNAL + 34)
+#define EL_INTERNAL_CASCADE_GE_ACTIVE (EL_FIRST_INTERNAL + 35)
+#define EL_INTERNAL_CASCADE_ES (EL_FIRST_INTERNAL + 36)
+#define EL_INTERNAL_CASCADE_ES_ACTIVE (EL_FIRST_INTERNAL + 37)
+#define EL_INTERNAL_CASCADE_REF (EL_FIRST_INTERNAL + 38)
+#define EL_INTERNAL_CASCADE_REF_ACTIVE (EL_FIRST_INTERNAL + 39)
+#define EL_INTERNAL_CASCADE_USER (EL_FIRST_INTERNAL + 40)
+#define EL_INTERNAL_CASCADE_USER_ACTIVE (EL_FIRST_INTERNAL + 41)
+#define EL_INTERNAL_CASCADE_DYNAMIC (EL_FIRST_INTERNAL + 42)
+#define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE (EL_FIRST_INTERNAL + 43)
#define EL_INTERNAL_CLIPBOARD_START (EL_FIRST_INTERNAL + 0)
#define EL_INTERNAL_CLIPBOARD_END (EL_FIRST_INTERNAL + 2)
#define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
-#define EL_INTERNAL_END (EL_FIRST_INTERNAL + 41)
+#define EL_INTERNAL_END (EL_FIRST_INTERNAL + 43)
-#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 42)
+#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 44)
// values for graphics/sounds action types
ACTION_TWINKLING,
ACTION_SPLASHING,
ACTION_HITTING,
+ ACTION_FLYING,
ACTION_PAGE_1,
ACTION_PAGE_2,
ACTION_PAGE_3,
GFX_SPECIAL_ARG_SETUP_SHORTCUTS_3,
GFX_SPECIAL_ARG_SETUP_SHORTCUTS_4,
GFX_SPECIAL_ARG_SETUP_SHORTCUTS_5,
+ GFX_SPECIAL_ARG_SETUP_SHORTCUTS_6,
GFX_SPECIAL_ARG_SETUP_CHOOSE_ARTWORK,
GFX_SPECIAL_ARG_SETUP_CHOOSE_OTHER,
boolean bd_line_shifting_borders; // BD engine uses line-shifting wrap-around
boolean bd_scan_first_and_last_row; // BD engine scans top and bottom border rows
boolean bd_short_explosions; // BD engine uses four game cycles for explosions
- boolean bd_gravity_affects_all; // BD engine gravity affects all falling objects
boolean bd_intermission; // BD level is intermission
boolean bd_diagonal_movements; // BD style diagonal movements
boolean bd_topmost_player_active; // BD engine uses first player found on playfield
int bd_pushing_prob; // BD player probability to push rocks
int bd_pushing_prob_with_sweet; // BD player probability to push rocks after eating sweet
boolean bd_push_mega_rock_with_sweet; // BD player can push mega rocks after eating sweet
+ boolean bd_magic_wall_zero_infinite; // BD magic wall with timer of zero runs infinitely
boolean bd_magic_wall_wait_hatching; // BD magic wall waits for player's birth
- boolean bd_magic_wall_stops_amoeba; // BD magic wall turns amoeba to diamonds
+ boolean bd_magic_wall_stops_amoeba; // BD magic wall can stop amoeba and turn to diamonds
+ boolean bd_magic_wall_break_scan; // BD magic wall setting to implement buggy BD1 behaviour
+ int bd_magic_wall_diamond_to; // BD magic wall turns diamonds to specified element
+ int bd_magic_wall_rock_to; // BD magic wall turns rocks to specified element
+ int bd_magic_wall_mega_rock_to; // BD magic wall turns mega rocks to specified element
+ int bd_magic_wall_nut_to; // BD magic wall turns nuts to specified element
+ int bd_magic_wall_nitro_pack_to; // BD magic wall turns nitro packs to specified element
+ int bd_magic_wall_flying_diamond_to; // BD magic wall turns flying diamonds to specified element
+ int bd_magic_wall_flying_rock_to; // BD magic wall turns flying rocks to specified element
boolean bd_amoeba_wait_for_hatching; // BD amoeba waits for player's birth
boolean bd_amoeba_start_immediately; // BD amoeba growth starts immediately
boolean bd_amoeba_2_explode_by_amoeba;// BD amoeba 2 explodes if touched by BD amoeba
int bd_slime_permeability_rate; // BD slime permeability rate for unpredictable slime
int bd_slime_permeability_bits_c64; // BD slime permeability bits for predictable slime
int bd_slime_random_seed_c64; // BD slime random number seed for predictable slime
+ int bd_slime_eats_element_1; // BD slime can eat and convert this game element
+ int bd_slime_converts_to_element_1; // BD slime can convert eaten element to this game element
+ int bd_slime_eats_element_2; // BD slime can eat and convert this game element
+ int bd_slime_converts_to_element_2; // BD slime can convert eaten element to this game element
+ int bd_slime_eats_element_3; // BD slime can eat and convert this game element
+ int bd_slime_converts_to_element_3; // BD slime can convert eaten element to this game element
int bd_cave_random_seed_c64; // BD cave random number seed for predictable slime
int bd_acid_eats_element; // BD acid eats this game element when spreading
int bd_acid_spread_rate; // BD acid probability of spreading (in percent)
int bd_biter_move_delay; // BD biter delay between movements (in BD frames)
int bd_biter_eats_element; // BD biter eats this game element when moving
int bd_bladder_converts_by_element; // BD bladder converts to clock by touching this element
+ boolean bd_change_expanding_wall; // BD expanding wall direction is changed if enabled
+ boolean bd_replicators_active; // BD replicators start in active state if enabled
+ int bd_replicator_create_delay; // BD replicator delay between replications (in BD frames)
+ boolean bd_conveyor_belts_active; // BD conveyor belts start in active state if enabled
+ boolean bd_conveyor_belts_changed; // BD conveyor belts direction is changed if enabled
+ boolean bd_water_cannot_flow_down; // BD water does not flow downwards if enabled
+ int bd_nut_content; // BD nut contains the specified game element
+ int bd_hammer_walls_break_delay; // BD hammer time for breaking walls (in BD frames)
+ boolean bd_hammer_walls_reappear; // BD hammered walls are reappearing after some delay
+ int bd_hammer_walls_reappear_delay; // BD hammer time for reappearing walls (in BD frames)
+ boolean bd_infinite_rockets; // BD rocket launcher has infinite number of rockets
+ int bd_num_skeletons_needed_for_pot; // BD skeletons amount must be collected to use a pot
+ int bd_skeleton_worth_num_diamonds; // BD skeleton collected is worth this number of diamonds
+ int bd_expanding_wall_looks_like; // BD expanding wall looks like this other game element
+ int bd_sand_looks_like; // BD sand looks like this other game element
+ boolean bd_creatures_start_backwards; // BD creatures start moving in opposite direction
+ boolean bd_creatures_turn_on_hatching;// BD creatures change direction after hatching
+ int bd_creatures_auto_turn_delay; // BD creatures change direction after delay (in seconds)
+ int bd_gravity_direction; // BD engine initial gravity direction
+ boolean bd_gravity_switch_active; // BD engine gravity switch starts in active state
+ int bd_gravity_switch_delay; // BD engine gravity change delay for switch (in seconds)
+ boolean bd_gravity_affects_all; // BD engine gravity affects all falling objects
+ int bd_rock_turns_to_on_falling; // BD rock changes to specified element when falling
+ int bd_rock_turns_to_on_impact; // BD rock changes to specified element on impact
+ int bd_diamond_turns_to_on_falling; // BD diamond changes to specified element when falling
+ int bd_diamond_turns_to_on_impact; // BD diamond changes to specified element on impact
+ int bd_firefly_explodes_to; // BD firefly explodes to specified element
+ int bd_firefly_2_explodes_to; // BD firefly 2 explodes to specified element
+ int bd_butterfly_explodes_to; // BD butterfly explodes to specified element
+ int bd_butterfly_2_explodes_to; // BD butterfly 2 explodes to specified element
+ int bd_stonefly_explodes_to; // BD stonefly explodes to specified element
+ int bd_dragonfly_explodes_to; // BD dragonfly explodes to specified element
+ int bd_diamond_birth_turns_to; // BD diamond birth changes to specified element
+ int bd_bomb_explosion_turns_to; // BD bomb explosion changes to specified element
+ int bd_nitro_explosion_turns_to; // BD nitro pack explosion changes to specified element
+ int bd_explosion_turns_to; // BD other explosions change to specified element
+ int bd_color_b; // BD engine C64-style cave color (border)
+ int bd_color_0; // BD engine C64-style cave color (background)
+ int bd_color_1; // BD engine C64-style cave color (sand)
+ int bd_color_2; // BD engine C64-style cave color (steel wall)
+ int bd_color_3; // BD engine C64-style cave color (wall)
+ int bd_color_4; // BD engine C64-style cave color (amoeba)
+ int bd_color_5; // BD engine C64-style cave color (slime)
boolean em_slippery_gems; // EM style "gems slip from wall" behaviour
boolean em_explodes_by_fire; // EM style chain explosion behaviour
boolean file_has_custom_elements; // set when level file contains CEs
+ int bd_color_type; // set according to BD colors in level
+
boolean no_valid_file; // set when level file missing or invalid
boolean no_level_file; // set when falling back to level template